If all we lost on death was our insurance premium then maybe getting ganked wouldn't sting as much in the first place.
Tricky to make it work properly for cargo - especially both for trading and mining at once - without opening a bunch of weird PvE loopholes, but I'd generally agree given the direction the rest of the game has gone. And the insurance premium itself is just a beginner-trap with modern earning rates so that might as well go too.
You already lose time (and if you don't take it as a hint to come up with a better plan,
repeatedly lose time) by dying, which should be enough incentive to avoid it in general.
Add in the fact that they never implemented any functional difference in difficulty between an Anarchy system and a High Security system, and you get the situation we have today.
And "functional" is the key here. There is a
substantial difference between High and Low/Anarchy security in terms of how many pirate-archetype NPCs show up in supercruise at all, and what ships and combat ratings and wing sizes they have, and how long the police will take to help when they start attacking, etc etc.
It's just all completely irrelevant:
- getting interdicted by NPCs at all requires a fair amount of inattention especially nowadays
- ambient NPCs are even worse at it because of the chance they'll spawn in the wrong place, or too late, or get distracted chasing an NPC trader, etc. / meanwhile the non-ambient ones after
your mission or tasty cargo specifically (and tuned to your ship and rank regardless of location) aren't really affected by security level beyond having a slightly higher chance of showing up in low sec
- even in high sec a competent player can have either killed or escaped from an NPC attacker before the police show up
- it doesn't affect non-supercruise (distribution of signal sources or RES difficulties) at all so appears invisible. If RES difficulty was matched to the system security level - i.e. all RES in Anarchy are Hazardous, low sec has a mix of Hazardous and High, etc. it'd be much more visible in terms of things people actually interact with. (if likely a rather unpopular change to introduce now!)